Projectile Sensor
| Projectile Sensor | |
|---|---|
|
|
|
| Games: | LittleBigPlanet 2, LittleBigPlanet PS Vita, LittleBigPlanet 3 |
| Type: | Gadgets |
| Category: | Sensors |
| Outputs: | 1 |
| Obtained from: | Start |
- For the LittleBigPlanet Karting equivalent, see Weapon Blast Sensor.
A Projectile Sensor is a Sensor gadget that detects when the attached object gets by a projectile.
Usage and Behaviour
The Projectile Sensor can be attached to any surface or circuit board, and outputs a signal when the object gets hit by a projectile of a given element. It outputs a digital ON signal when it reaches its target count, and an analogue signal based on how full it is, e.g. if the target count is 10 and the object has been shot 5 times, it outputs a signal of 50%. By default it will detect any projectile (excluding paintballs; the Paintinator Sensor must be used for that), but can be tweaked to only detect a specific element.
The sensor also keeps track of who shot the object, with the most recent player to shoot it taking ownership. If multiple projectiles from different players hit the object on the same frame, the projectile that was created most recently will take priority. If the sensor is not set to reset when full, then its player ownership is effectively locked in when its target count is reached.
Tweaks
Projectiles
| Target Count: (0 - 100) Determines how many projectiles need to hit the sensor in order to send a digital ON signal. |
| Current Count: (0 - Target Count) Use this to have the Projectile Sensor's count from a specific value. Cannot be set higher than Target Count. |
| Reset When Full: ( ) If set to Yes, the Current Count will flip back to 0 when it reaches the Target Count. |
| Sounds: ( ) Determines whether or not to play a sound effect when the object is hit by a projectile. |
Trigger
| Include Rigid Connections: ( ) If set to Yes, objects that are directly glued to the attached object will also be detected if a projectile hits it. |
| Projectile Type Detected: (
) Determines which kind of projectile to detect. |
Output
| Invert Output: ( ) Inverts the gadget's output, turning On signals Off and vice-versa. |
Ownership (Hidden in LBP2)
| Team Filter: (
) Adjusts the Team Ownership of the switch; only projectiles owned by the selected team will be able to activate the switch.
|
Visuals
| Electronics and Cable Visibility: (
) Determines whether or not the gadget (and any outgoing wires) will be rendered in Play Mode. |
| Bolts | |
|---|---|
| Joints | |
| Emitters | |
| Movers | |
| Rotators | |
| Switches | |
| Sensors | |
| Simple Logic | |
| Advanced Logic | |
| Global Tweakers | |
| Object Tweakers | |
| Creature Pieces | |
| Cameras | |
| Unreleased | |
| Removed | |